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[unity] Cleaner Vertex Effect API.
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spine-unity/Assets/Examples/Other Examples/VertexEffect.unity
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spine-unity/Assets/Examples/Other Examples/VertexEffect.unity
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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||||||
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections;
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using System.Collections.Generic;
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||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Spine.Unity.Examples {
|
||||||
|
|
||||||
|
// This is a sample component for C# vertex effects for Spine rendering components.
|
||||||
|
// Using shaders and materials to control vertex properties is still more performant
|
||||||
|
// than using this API, but in cases where your vertex effect logic cannot be
|
||||||
|
// expressed as shader code, these vertex effects can be useful.
|
||||||
|
public class JitterEffectExample : MonoBehaviour {
|
||||||
|
|
||||||
|
[Range(0f, 0.8f)]
|
||||||
|
public float jitterMagnitude = 0.2f;
|
||||||
|
|
||||||
|
SkeletonRenderer skeletonRenderer;
|
||||||
|
|
||||||
|
void OnEnable () {
|
||||||
|
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||||
|
if (skeletonRenderer == null) return;
|
||||||
|
|
||||||
|
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
|
||||||
|
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||||
|
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
|
||||||
|
|
||||||
|
Debug.Log("Jitter Effect Enabled.");
|
||||||
|
}
|
||||||
|
|
||||||
|
void ProcessVertices (MeshGeneratorBuffers buffers) {
|
||||||
|
if (!this.enabled) return;
|
||||||
|
|
||||||
|
// For efficiency, limit your effect to the actual mesh vertex count using vertexCount
|
||||||
|
int vertexCount = buffers.vertexCount;
|
||||||
|
|
||||||
|
// Modify vertex positions by accessing Vector3[] vertexBuffer
|
||||||
|
var vertices = buffers.vertexBuffer;
|
||||||
|
for (int i = 0; i < vertexCount; i++)
|
||||||
|
vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
|
||||||
|
|
||||||
|
// You can also modify uvs and colors.
|
||||||
|
//var uvs = buffers.uvBuffer;
|
||||||
|
//var colors = buffers.colorBuffer;
|
||||||
|
|
||||||
|
//
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable () {
|
||||||
|
if (skeletonRenderer == null) return;
|
||||||
|
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||||
|
|
||||||
|
Debug.Log("Jitter Effect Disabled.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8b9ca76eac8062f42b99bbf78e777ee1
|
||||||
|
timeCreated: 1498053868
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -73,7 +73,24 @@ namespace Spine.Unity {
|
|||||||
public int SlotCount { get { return endSlot - startSlot; } }
|
public int SlotCount { get { return endSlot - startSlot; } }
|
||||||
}
|
}
|
||||||
|
|
||||||
public delegate void MeshGeneratorDelegate (MeshGenerator meshGenerator);
|
public delegate void MeshGeneratorDelegate (MeshGeneratorBuffers buffers);
|
||||||
|
|
||||||
|
public struct MeshGeneratorBuffers {
|
||||||
|
/// <summary>The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number.</summary>
|
||||||
|
public int vertexCount;
|
||||||
|
|
||||||
|
/// <summary> Vertex positions. To be used for UnityEngine.Mesh.vertices.</summary>
|
||||||
|
public Vector3[] vertexBuffer;
|
||||||
|
|
||||||
|
/// <summary> Vertex UVs. To be used for UnityEngine.Mesh.uvs.</summary>
|
||||||
|
public Vector2[] uvBuffer;
|
||||||
|
|
||||||
|
/// <summary> Vertex colors. To be used for UnityEngine.Mesh.colors32.</summary>
|
||||||
|
public Color32[] colorBuffer;
|
||||||
|
|
||||||
|
/// <summary> The Spine rendering component's MeshGenerator. </summary>
|
||||||
|
public MeshGenerator meshGenerator;
|
||||||
|
}
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class MeshGenerator {
|
public class MeshGenerator {
|
||||||
@ -117,10 +134,6 @@ namespace Spine.Unity {
|
|||||||
[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
|
[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
|
||||||
[NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
|
[NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
|
||||||
|
|
||||||
public Vector3[] VertexBuffer { get { return this.vertexBuffer.Items; } }
|
|
||||||
public Vector2[] UVBuffer { get { return this.uvBuffer.Items; } }
|
|
||||||
public Color32[] ColorBuffer { get { return this.colorBuffer.Items; } }
|
|
||||||
|
|
||||||
[NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
|
[NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
|
||||||
[NonSerialized] float meshBoundsThickness;
|
[NonSerialized] float meshBoundsThickness;
|
||||||
[NonSerialized] int submeshIndex = 0;
|
[NonSerialized] int submeshIndex = 0;
|
||||||
@ -139,6 +152,18 @@ namespace Spine.Unity {
|
|||||||
|
|
||||||
public int VertexCount { get { return vertexBuffer.Count; } }
|
public int VertexCount { get { return vertexBuffer.Count; } }
|
||||||
|
|
||||||
|
public MeshGeneratorBuffers Buffers {
|
||||||
|
get {
|
||||||
|
return new MeshGeneratorBuffers {
|
||||||
|
vertexCount = this.VertexCount,
|
||||||
|
vertexBuffer = this.vertexBuffer.Items,
|
||||||
|
uvBuffer = this.uvBuffer.Items,
|
||||||
|
colorBuffer = this.colorBuffer.Items,
|
||||||
|
meshGenerator = this
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#region Step 1 : Generate Instructions
|
#region Step 1 : Generate Instructions
|
||||||
public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
|
public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
|
||||||
ExposedList<Slot> drawOrder = skeleton.drawOrder;
|
ExposedList<Slot> drawOrder = skeleton.drawOrder;
|
||||||
|
|||||||
@ -272,7 +272,7 @@ namespace Spine.Unity {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
|
if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
|
||||||
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator);
|
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
|
||||||
|
|
||||||
var mesh = smartMesh.mesh;
|
var mesh = smartMesh.mesh;
|
||||||
meshGenerator.FillVertexData(mesh);
|
meshGenerator.FillVertexData(mesh);
|
||||||
|
|||||||
@ -283,7 +283,7 @@ namespace Spine.Unity {
|
|||||||
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
|
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator);
|
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
|
||||||
|
|
||||||
// STEP 3. Move the mesh data into a UnityEngine.Mesh ===========================================================================
|
// STEP 3. Move the mesh data into a UnityEngine.Mesh ===========================================================================
|
||||||
var currentMesh = currentSmartMesh.mesh;
|
var currentMesh = currentSmartMesh.mesh;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user